dolphin/Source/Core/VideoBackends/D3D/VertexManager.cpp

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// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/PixelShaderCache.h"
#include "VideoBackends/D3D/Render.h"
#include "VideoBackends/D3D/VertexManager.h"
#include "VideoBackends/D3D/VertexShaderCache.h"
#include "VideoCommon/BPMemory.h"
#include "VideoCommon/Debugger.h"
#include "VideoCommon/IndexGenerator.h"
#include "VideoCommon/MainBase.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/RenderBase.h"
#include "VideoCommon/Statistics.h"
#include "VideoCommon/TextureCacheBase.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoConfig.h"
// internal state for loading vertices
extern NativeVertexFormat *g_nativeVertexFmt;
namespace DX11
{
// TODO: Find sensible values for these two
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const UINT IBUFFER_SIZE = VertexManager::MAXIBUFFERSIZE * sizeof(u16) * 8;
const UINT VBUFFER_SIZE = VertexManager::MAXVBUFFERSIZE;
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const UINT MAX_VBUFFER_COUNT = 2;
void VertexManager::CreateDeviceObjects()
{
D3D11_BUFFER_DESC bufdesc = CD3D11_BUFFER_DESC(IBUFFER_SIZE,
D3D11_BIND_INDEX_BUFFER, D3D11_USAGE_DYNAMIC, D3D11_CPU_ACCESS_WRITE);
m_vertex_draw_offset = 0;
m_index_draw_offset = 0;
m_index_buffers = new PID3D11Buffer[MAX_VBUFFER_COUNT];
m_vertex_buffers = new PID3D11Buffer[MAX_VBUFFER_COUNT];
for (m_current_index_buffer = 0; m_current_index_buffer < MAX_VBUFFER_COUNT; m_current_index_buffer++)
{
m_index_buffers[m_current_index_buffer] = NULL;
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_index_buffers[m_current_index_buffer])),
"Failed to create index buffer.");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_index_buffers[m_current_index_buffer], "index buffer of VertexManager");
}
bufdesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufdesc.ByteWidth = VBUFFER_SIZE;
for (m_current_vertex_buffer = 0; m_current_vertex_buffer < MAX_VBUFFER_COUNT; m_current_vertex_buffer++)
{
m_vertex_buffers[m_current_vertex_buffer] = NULL;
CHECK(SUCCEEDED(D3D::device->CreateBuffer(&bufdesc, NULL, &m_vertex_buffers[m_current_vertex_buffer])),
"Failed to create vertex buffer.");
D3D::SetDebugObjectName((ID3D11DeviceChild*)m_vertex_buffers[m_current_vertex_buffer], "Vertex buffer of VertexManager");
}
m_current_vertex_buffer = 0;
m_current_index_buffer = 0;
m_index_buffer_cursor = IBUFFER_SIZE;
m_vertex_buffer_cursor = VBUFFER_SIZE;
m_lineShader.Init();
m_pointShader.Init();
}
void VertexManager::DestroyDeviceObjects()
{
m_pointShader.Shutdown();
m_lineShader.Shutdown();
for (m_current_vertex_buffer = 0; m_current_vertex_buffer < MAX_VBUFFER_COUNT; m_current_vertex_buffer++)
{
SAFE_RELEASE(m_vertex_buffers[m_current_vertex_buffer]);
SAFE_RELEASE(m_index_buffers[m_current_vertex_buffer]);
}
}
VertexManager::VertexManager()
{
LocalVBuffer.resize(MAXVBUFFERSIZE);
s_pCurBufferPointer = s_pBaseBufferPointer = &LocalVBuffer[0];
s_pEndBufferPointer = s_pBaseBufferPointer + LocalVBuffer.size();
LocalIBuffer.resize(MAXIBUFFERSIZE);
CreateDeviceObjects();
}
VertexManager::~VertexManager()
{
DestroyDeviceObjects();
}
void VertexManager::PrepareDrawBuffers()
{
D3D11_MAPPED_SUBRESOURCE map;
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UINT vSize = UINT(s_pCurBufferPointer - s_pBaseBufferPointer);
D3D11_MAP MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
if (m_vertex_buffer_cursor + vSize >= VBUFFER_SIZE)
{
// Wrap around
m_current_vertex_buffer = (m_current_vertex_buffer + 1) % MAX_VBUFFER_COUNT;
m_vertex_buffer_cursor = 0;
MapType = D3D11_MAP_WRITE_DISCARD;
}
D3D::context->Map(m_vertex_buffers[m_current_vertex_buffer], 0, MapType, 0, &map);
memcpy((u8*)map.pData + m_vertex_buffer_cursor, s_pBaseBufferPointer, vSize);
D3D::context->Unmap(m_vertex_buffers[m_current_vertex_buffer], 0);
m_vertex_draw_offset = m_vertex_buffer_cursor;
m_vertex_buffer_cursor += vSize;
UINT iCount = IndexGenerator::GetIndexLen();
MapType = D3D11_MAP_WRITE_NO_OVERWRITE;
if (m_index_buffer_cursor + iCount >= (IBUFFER_SIZE / sizeof(u16)))
{
// Wrap around
m_current_index_buffer = (m_current_index_buffer + 1) % MAX_VBUFFER_COUNT;
m_index_buffer_cursor = 0;
MapType = D3D11_MAP_WRITE_DISCARD;
}
D3D::context->Map(m_index_buffers[m_current_index_buffer], 0, MapType, 0, &map);
memcpy((u16*)map.pData + m_index_buffer_cursor, GetIndexBuffer(), sizeof(u16) * IndexGenerator::GetIndexLen());
D3D::context->Unmap(m_index_buffers[m_current_index_buffer], 0);
m_index_draw_offset = m_index_buffer_cursor;
m_index_buffer_cursor += iCount;
ADDSTAT(stats.thisFrame.bytesVertexStreamed, vSize);
ADDSTAT(stats.thisFrame.bytesIndexStreamed, iCount*sizeof(u16));
}
static const float LINE_PT_TEX_OFFSETS[8] = {
0.f, 0.0625f, 0.125f, 0.25f, 0.5f, 1.f, 1.f, 1.f
};
void VertexManager::Draw(UINT stride)
{
D3D::context->IASetVertexBuffers(0, 1, &m_vertex_buffers[m_current_vertex_buffer], &stride, &m_vertex_draw_offset);
D3D::context->IASetIndexBuffer(m_index_buffers[m_current_index_buffer], DXGI_FORMAT_R16_UINT, 0);
if (current_primitive_type == PRIMITIVE_TRIANGLES)
{
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D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);
D3D::context->DrawIndexed(IndexGenerator::GetIndexLen(), m_index_draw_offset, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
}
else if (current_primitive_type == PRIMITIVE_LINES)
{
float lineWidth = float(bpmem.lineptwidth.linesize) / 6.f;
float texOffset = LINE_PT_TEX_OFFSETS[bpmem.lineptwidth.lineoff];
float vpWidth = 2.0f * xfregs.viewport.wd;
float vpHeight = -2.0f * xfregs.viewport.ht;
bool texOffsetEnable[8];
for (int i = 0; i < 8; ++i)
texOffsetEnable[i] = bpmem.texcoords[i].s.line_offset;
if (m_lineShader.SetShader(g_nativeVertexFmt->m_components, lineWidth,
texOffset, vpWidth, vpHeight, texOffsetEnable))
{
((DX11::Renderer*)g_renderer)->ApplyCullDisable(); // Disable culling for lines and points
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_LINELIST);
D3D::context->DrawIndexed(IndexGenerator::GetIndexLen(), m_index_draw_offset, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
D3D::context->GSSetShader(NULL, NULL, 0);
((DX11::Renderer*)g_renderer)->RestoreCull();
}
}
else //if (current_primitive_type == PRIMITIVE_POINTS)
{
float pointSize = float(bpmem.lineptwidth.pointsize) / 6.f;
float texOffset = LINE_PT_TEX_OFFSETS[bpmem.lineptwidth.pointoff];
float vpWidth = 2.0f * xfregs.viewport.wd;
float vpHeight = -2.0f * xfregs.viewport.ht;
bool texOffsetEnable[8];
for (int i = 0; i < 8; ++i)
texOffsetEnable[i] = bpmem.texcoords[i].s.point_offset;
if (m_pointShader.SetShader(g_nativeVertexFmt->m_components, pointSize,
texOffset, vpWidth, vpHeight, texOffsetEnable))
{
((DX11::Renderer*)g_renderer)->ApplyCullDisable(); // Disable culling for lines and points
D3D::context->IASetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_POINTLIST);
D3D::context->DrawIndexed(IndexGenerator::GetIndexLen(), m_index_draw_offset, 0);
INCSTAT(stats.thisFrame.numIndexedDrawCalls);
D3D::context->GSSetShader(NULL, NULL, 0);
((DX11::Renderer*)g_renderer)->RestoreCull();
}
}
}
void VertexManager::vFlush(bool useDstAlpha)
{
if (!PixelShaderCache::SetShader(
useDstAlpha ? DSTALPHA_DUAL_SOURCE_BLEND : DSTALPHA_NONE,
g_nativeVertexFmt->m_components))
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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return;
}
if (!VertexShaderCache::SetShader(g_nativeVertexFmt->m_components))
{
GFX_DEBUGGER_PAUSE_LOG_AT(NEXT_ERROR,true,{printf("Fail to set pixel shader\n");});
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return;
}
PrepareDrawBuffers();
unsigned int stride = g_nativeVertexFmt->GetVertexStride();
g_nativeVertexFmt->SetupVertexPointers();
g_renderer->ApplyState(useDstAlpha);
Draw(stride);
g_renderer->RestoreState();
}
void VertexManager::ResetBuffer(u32 stride)
{
s_pCurBufferPointer = s_pBaseBufferPointer;
IndexGenerator::Start(GetIndexBuffer());
}
} // namespace